In Explorers of Time, Darkness, and Sky, the higher of the two values is taken. Thus, Gummis matching the Pokémon's type are always preferred over other types of Gummis. Furthermore, IQ can be raised with other items: Wonder Gummis raise IQ by 15 points. Nectar raises IQ by 10 points. The [[lookalike item]] [[Gravelyrock]] raises IQ by 10 points for {{p|Bonsly}} and {{p|Sudowoodo}}. The item [[IQ Booster]] raises IQ by one point on certain floors of dungeons. Drinks mixed in [[Spinda's Café]] may also raise IQ. All Gummi drinks act identically to regular Gummis. A good Gummi drink raises IQ by 2 additional points. A good {{DL|Ether|Max Elixir}} drink raises IQ by 2 points, while a good [[Eyedrop Seed]] drink raises IQ by 3 points. Good drinks from lookalike items (exceptions: Gone Pebble, Wander Gummi, No-Slip Cap, Gaggle Specs, and Y-Ray Specs) raise IQ by 3 points (2 for Gravelyrocks). Miracle drinks will raise IQ by a random amount.

In Explorers of Time, Darkness, and Sky, the higher of the two values is taken. Thus, Gummis matching the Pokémon's type are always preferred over other types of Gummis. Furthermore, IQ can be raised with other items: Wonder Gummis raise IQ by 15 points. Nectar raises IQ by 10 points. The [[lookalike item]] [[Gravelyrock]] raises IQ by 10 points for {{p|Bonsly}} and {{p|Sudowoodo}}. The item [[IQ Booster]] raises IQ by one point on certain floors of dungeons. Drinks mixed in [[Spinda's Café]] may also raise IQ. All Gummi drinks act identically to regular Gummis. A good Gummi drink raises IQ by 2 additional points. A good {{DL|Ether|Max Elixir}} drink raises IQ by 2 points, while a good [[Eyedrop Seed]] drink raises IQ by 3 points. Good drinks from lookalike items (exceptions: Gone Pebble, Wander Gummi, No-Slip Cap, Gaggle Specs, and Y-Ray Specs) raise IQ by 3 points (2 for Gravelyrocks). Miracle drinks will raise IQ by a random amount.

−

IQ can also be raised by holding an IQ Booster which occasionally boosts the Pokémon's IQ as it moves between floors. Because the amount of IQ gained depends on the dungeon difficulty, easy dungeons with low-level Pokémon, like Beach Cave, will give the holder a small trickle while harder dungeons with dangerous, high-level Pokémon, like [[Zero_Isle_North|Zero Isle North]], will give significant spurts.

+

IQ can also be raised by holding an IQ Booster which occasionally boosts the Pokémon's IQ as it moves between floors. Because the amount of IQ gained depends on the dungeon difficulty, easy dungeons with low-level Pokémon, like Beach Cave, will give the holder a small trickle while harder dungeons with dangerous, high-level Pokémon, like [[Zero Isle North]], will give significant spurts.

==IQ skills==

==IQ skills==

Line 227:

Line 227:

|}

|}

−

==Enemies with IQ==

+

==Enemies with IQ==

IQ affects both the player, the team, and enemies alike. In Explorers of Time, Darkness, and Sky, most enemies prior to the end of the story will have the minimum amount of IQ, while most enemies after the end of the story will have roughly 300-330 IQ and all associated IQ skills. Pokémon encountered at [[Southeastern Islands]] (23-24F) and [[Inferno Cave]] (23-29F) and [[Zero Isle North]] (50-74F) have 600 IQ. Pokémon encountered at [[Zero Isle North]] (past 70F) and [[Zero Isle Center]] (all floors) have 850 IQ.

IQ affects both the player, the team, and enemies alike. In Explorers of Time, Darkness, and Sky, most enemies prior to the end of the story will have the minimum amount of IQ, while most enemies after the end of the story will have roughly 300-330 IQ and all associated IQ skills. Pokémon encountered at [[Southeastern Islands]] (23-24F) and [[Inferno Cave]] (23-29F) and [[Zero Isle North]] (50-74F) have 600 IQ. Pokémon encountered at [[Zero Isle North]] (past 70F) and [[Zero Isle Center]] (all floors) have 850 IQ.

Line 285:

Line 285:

A select few Pokémon can learn special moves if their IQ is high enough:

A select few Pokémon can learn special moves if their IQ is high enough:

−

===Red and Blue Rescue Teams===

+

===Red and Blue Rescue Teams===

{| {{Bluetable|background: white; margin: auto;}}

{| {{Bluetable|background: white; margin: auto;}}

|- style="background: #ccf;"

|- style="background: #ccf;"

Revision as of 04:45, 13 March 2013

This article is incomplete.Please feel free to edit this article to add missing information and complete it.

As a Pokémon's IQ increases, they learn a number of skills to help traveling in dungeons. IQ also takes on some of the effects that friendship has in the main series meaning that certain Pokémon require an increased IQ to evolve.

While this game mechanic is named after the intelligence quotient, there is a difference between the two. When speaking to Alakazam or Noctowl in dungeons, they will mention their high IQ, regardless of how many points they have in this mechanic.

Contents

IQ points

While the actual IQ points of a Pokémon is a hidden number, their level of IQ is represented through the number of stars in their summary. From this, it is possible to find out the approximate range of a Pokémon's IQ number.

Stars

0

0.5

1

1.5

2

2.5

3

3.5

4

4.5

5

5.5

6

6.5

7

7.5

8

8.5

9

9.5

10

11

MAX

IQ (Red and Blue Rescue Teams)

-

-

0

-

10

-

50

-

100

-

150

-

200

-

300

-

400

-

500

-

600

700

990

IQ (Explorers of Time, Darkness, and Sky)

0

1

60

110

160

210

260

310

360

410

460

510

560

610

660

710

760

810

860

910

960

-

999

IQ points may be raised from the use of Gummis. The number of IQ points a Pokémon gains from each Gummi depends on the type of Gummi. Each Gummi is said to be preferred by a particular type. The relation of that type to the type of the Pokémon being given the Gummi can be used to work out the amount of IQ points the Pokémon will gain:

Relation to type

IQ points gained

Matches Pokémon's type

7 (Red and Blue Rescue Teams)5 (Explorers of Time, Darkness, and Sky)

Strong against Pokémon's type

4

Neutral against Pokémon's type

3

Weak against Pokémon's type

2

Ineffective against Pokémon's type

1

In Red and Blue Rescue Teams, Gold (Psychic) Gummis are considered strong against the Ghost type as opposed to neutral.

In the case of dual types, this is first calculated for both types individually. In Red and Blue Rescue Teams, the two are then added together. Because of this, Pokémon with two types will increase their IQ at a faster rate than Pokémon with just one type. For an example, take a dual-type Water/Ground Pokémon such as Swampert. A Blue (Water) Gummi will add 11 IQ points as it is a Water type (+7) and Water attacks are strong against Ground Pokémon (+4). A Yellow (Electric) Gummi will add 5 IQ points as Electric attacks are strong against Water Pokémon (+4) and ineffective against Ground Pokémon (+1).

In Explorers of Time, Darkness, and Sky, the higher of the two values is taken. Thus, Gummis matching the Pokémon's type are always preferred over other types of Gummis. Furthermore, IQ can be raised with other items: Wonder Gummis raise IQ by 15 points. Nectar raises IQ by 10 points. The lookalike itemGravelyrock raises IQ by 10 points for Bonsly and Sudowoodo. The item IQ Booster raises IQ by one point on certain floors of dungeons. Drinks mixed in Spinda's Café may also raise IQ. All Gummi drinks act identically to regular Gummis. A good Gummi drink raises IQ by 2 additional points. A good Max Elixir drink raises IQ by 2 points, while a good Eyedrop Seed drink raises IQ by 3 points. Good drinks from lookalike items (exceptions: Gone Pebble, Wander Gummi, No-Slip Cap, Gaggle Specs, and Y-Ray Specs) raise IQ by 3 points (2 for Gravelyrocks). Miracle drinks will raise IQ by a random amount.

IQ can also be raised by holding an IQ Booster which occasionally boosts the Pokémon's IQ as it moves between floors. Because the amount of IQ gained depends on the dungeon difficulty, easy dungeons with low-level Pokémon, like Beach Cave, will give the holder a small trickle while harder dungeons with dangerous, high-level Pokémon, like Zero Isle North, will give significant spurts.

IQ skills

In Red and Blue Rescue Teams, a Pokémon's IQ skills can be checked in the menu under each individual team member at any time in dungeons or Friend Areas. While there are a total of 23 skills, it is only possible to have twelve active at a time. While the five skills without a group can be active simultaneously, there can only be one active skill from groups 1-7 at any time.

Required IQ

Group

Name

Affects

Game description

Other notes

0

-

Item Catcher

All Pokémon

The Pokémon can catch and hold a thrown item. It can’t make a catch if it is already holding an item. It also can’t catch Seeds and drink items.

0

-

Course Checker

Partner Pokémon

If this Pokémon has a foe targeted for a move or a thrown item, it will check first for walls and other Pokémon that may get in the way. It will stop if there is an obstacle.

In the case of linked moves, Course Checker will only check the first one. So if the combination is Growl+Razor Leaf, the Razor Leaf could still be wasted as it has more terrain limitations than Growl.

0

B

Dedicated Traveler

Partner Pokémon

The Pokémon will focus on traveling. It will use moves and items less often.

As long as moving is an option, the partner will do so and not stop to attack any nearby Pokémon.

0

-

Item Master

Partner Pokémon

The Pokémon will use or throw its hold item.

The main benefit of this skill is that it can be turned off to provide an extra storage space.

0

G

Exclusive Move-User

Partner Pokémon

The Pokémon will only use moves. It will not use its regular attack.

This can be used in conjunction with the move menu to get the partner to use a particular attack.

5

G

PP Checker

Partner Pokémon

The Pokémon will stop using linked moves that are on the verge of delinking. It also stops using moves with no PP left.

As it is possible to stop partners using a particular move, this can safely be switched with Exclusive Move-User when required.

10

B

Efficiency Expert

Partner Pokémon

When battling several foes, the Pokémon will first target Pokémon with the lowest HP.

As the weaker foes are likely to go down in one hit, this allows the leader to focus on the stronger ones without the annoyance of the attacks from the weakest.

25

-

Status Checker

Partner Pokémon

If its target has a status problem, the Pokémon will not use moves that cause the same status problem.

40

-

Nontraitor

All Pokémon

If it becomes Confused or is Cowering, the Pokémon’s wildly thrown attacks will not hit friends.

70

E

Self-Curer

All Pokémon

The Pokémon recovers faster from status problems.

Temporary status conditions will usually not last beyond 3 turns with this skill.

100

A

Quick Dodger

All Pokémon

The Pokémon becomes better at evading attacks and moves.

110

A

Type-Advantage Master

All Pokémon

The Pokémon’s critical-hit rate is boosted when attacking foes with a type disadvantage.

130

B

Weak-Type Picker

Partner Pokémon

When battling several foes, the Pokémon will first target Pokémon that have a type disadvantage.

140

D

Trap Avoider

Partner Pokémon

The Pokémon often avoids stepping on visible traps.

Switching places with the partner when standing on a trap will not count towards Trap Avoider. Partners will also avoid Wonder Tiles.

160

E

Nonsleeper

All Pokémon

The Pokémon resists sleep from traps and the moves of foes.

200

B

EXP. Go-Getter

Partner Pokémon

When battling several foes, the Pokémon will first target the Pokémon that are worth the most Exp. Points.

While all Pokémon in the team share the experience points, this will usually make the partner attack the stronger foes.

250

E

Energy Saver

All Pokémon

The Pokémon’s Belly empties slower.

300

F

Lava Evader

Partner Pokémon

The Pokémon will avoid fiery lava.

Any non-fire Pokémon that can travel over lava (including through later IQ skills) will get the Burn condition on stepping over it. As they would normally do it without thought, this stops the problem.

400

C

All-Terrain Hiker

All Pokémon

The Pokémon gains the ability to walk on water, lava, and clouds.

500

A

Sure-Hit Attacker

All Pokémon

The Pokémon’s regular attacks never miss.

600

F

Trap Seer

Leader Pokémon

If the Pokémon is on an undiscovered trap, upon taking a step it will make the trap visible without setting it off.

Stepping on an exposed trap will still have an effect. In combination with Trap Avoider, the danger of traps practically disappears.

800

D

House Avoider

Partner Pokémon

The Pokémon avoids monster houses.

While the partner will not will not wander into Monster Houses on their own, the leader can still activate them.

990

C

Super Mobile

All Pokémon

The Pokémon gains the ability to walk on water, lava, and clouds. It can also dig its way through walls.

Digging through walls with this skill does not increase belly consumption. Partners will tend to dig their own path so are better suited to All-Terrain Hiker.

Enemies with IQ

IQ affects both the player, the team, and enemies alike. In Explorers of Time, Darkness, and Sky, most enemies prior to the end of the story will have the minimum amount of IQ, while most enemies after the end of the story will have roughly 300-330 IQ and all associated IQ skills. Pokémon encountered at Southeastern Islands (23-24F) and Inferno Cave (23-29F) and Zero Isle North (50-74F) have 600 IQ. Pokémon encountered at Zero Isle North (past 70F) and Zero Isle Center (all floors) have 850 IQ.

All Pokémon recruited onto a team start off with the minimum amount of IQ.

Evolution

All Pokémon that evolve by friendship in the main series require an increased IQ to evolve in Mystery Dungeon. The number of IQ stars required varies between species.

Moves

The moves Frustration and Return deal set damage depending on the IQ level. With no IQ points, Return does 5HP damage while Frustration does 45HP damage. At maximum IQ, these values are reversed. While they are weak attacks in Mystery Dungeon, Frustration is useful in Wish Cave, Joyous Tower and Purity Forest where the Pokémon's IQ level is temporarily reduced to 0 along with their level being temporarily reduced 1.

A select few Pokémon can learn special moves if their IQ is high enough:

IQ groups

In Explorers of Time, Darkness, and Sky, Pokémon are split into 10 IQ groups (from A to J), which affects what types of IQ skills they will learn. What follows is a list of skills and which Group they belong to. Note that some IQ skills appear in more than one group, especially those which are learnt at the start. Also, unlike in the first games, every IQ skill can be turned on.

Group

Skill

When Learned

Effect

A

Dedicated Traveler

Base Skill

Prioritizes moving over using attacks or items

Course Checker

Base Skill

Refrains from attacks that would be blocked by walls or allies.

Escapist

Base Skill

Can use the Explorer Badge to leave the dungeon. Cannot be turned off.